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Game Physics Cookbook

You're reading from  Game Physics Cookbook

Product type Book
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Pages 480 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer

Table of Contents (27) Chapters

Game Physics Cookbook
Credits
About the Author
Acknowledgements
About the Reviewer
Acknowledgements
www.PacktPub.com
Customer Feedback
Preface
1. Vectors 2. Matrices 3. Matrix Transformations 4. 2D Primitive Shapes 5. 2D Collisions 6. 2D Optimizations 7. 3D Primitive Shapes 8. 3D Point Tests 9. 3D Shape Intersections 10. 3D Line Intersections 11. Triangles and Meshes 12. Models and Scenes 13. Camera and Frustum 14. Constraint Solving 15. Manifolds and Impulses 16. Springs and Joints Advanced Topics Index

Circle to circle


Determining if two circles intersect is extremely simple. If the length of a line going from the center of circle A to the center of circle B is less than the sum of the two circles, radii, they intersect. Of course, we want to avoid the expensive square root operation performed when finding the length of a line. To avoid this, we can compare the square length of the line against the square sum of the two circles, radii:

Getting ready

We are going to implement a function to detect the collision between two circles. To avoid the expensive square root operation involved in finding the distance between two circles, we're going to find the square distance. Because we're comparing the square distance, we also have to square the sum of the circles, radii.

How to do it…

Follow these steps to implement a collision detection function between two circles:

  1. Declare the CircleCircle collision function in Geometry2D.h:

    bool CircleCircle(const Circle& c1, const Circle& c2);
  2. Implement...

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